
Ruzar - The Life Stone is a dungeon crawler RPG game in which you play an adventurer who needs to discover the powerful Life Stone. Do you have the skills to survive in the deadliest dungeons of the Mountain of Ruz and recover the legendary artefact?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Czech, German, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Not enough storytelling and npc interaction, resulting in lack of immersion.
Nice one...
Very good in so many aspects, story, levels, art. Highly recommended. Plus now they have released "Ruzar the Dark Stones", absolutely different in presentation and progressing but I found it excellent, and a fittingly absorbing addition to this saga. Kudos on both games.
Ich fand den "Nostalgiefaktor" sehr hoch, daher hat mir das Spiel viel Spass gemacht. Alles so wie es sein soll und wie man es aus vielen alten RPG´s kennt. (versteckte Knöpfe, Hebel, Fallgruben , Fallen usw) Das typische Kampfsystem (immer im Viereck laufen und zuschlagen) war schon damals nicht so spannend und ist es auch heute nicht. Wenn man das einmal raushat, kann man im Prinzip "nackig" und ohne Tränke loslaufen. Was mir überhaupt nicht gefallen hat : Plötzlich stand ich vor dem Endgegner und war erst bei Level 22 (obwohl jede Ecke bearbeitet). Wenn dieser besiegt ist, fängt das Spiel wieder von vorne an. Angeblich würden die HP der Gegner sowie die Ausrüstung angepasst, die Karten sind aber genau gleich. Einen Dungeon Crawler zu spielen, wo ich schon weis was noch kommt ist aber irgendwie unspannend. Trotzdem: wer sich den Vergleich mit LoG verkneifen kann, sollte mal reinschauen für den Preis.
Es muy poco el tiempo que llevo jugando a Ruzar, pero me esta gustando mucho, todo tiene un aroma clasico. El combate es el tipico del genero, igual que en Eye of the Beholder o Dungeon Master, hay secretos, trampas, tesoros, magias, pequeños puzles, lo tipico en este tipo de juegos. seguramente actualice y complete la reseña cuando finalice el titulo.
This is a good grid based dungeon crawler. Real time combat, movement and positioning is critical to combat. You play as a single character, not a party, which is fairly uncommon in this type of game. There are three skill trees, basically fighter, archer, and mage. It uses bonfires to rest, and has binding stones as warp points, and an item stash. It honestly reminds me of a grid based King's Field. I give this game a big thumbs up, if your a fan of this type of game. It starts slow.... but it gets into gear quickly.
I really like Dungeon Crawlers and Ruzar is not a bad one - still of course there are better games out there. Anyway. what counts is not the comparison, but the fun. Graphics and sound are good for a small studio, monster and dungeon variety was satisfying. One character only but with three skill trees (warrior, archer, wizard) to choose from. New game+ mechanics are a nice addition even though the game lacks special items in my eyes. All gets stronger, better, greater, but nothing sticks out. Riddles and also fights fit very good as entry point to the genre. I had a lot of fun and it took me around 25 hours to get the Cartographer achievement (being the completionist type) and beat the Final Boss the first time. In my opinion a good choice for fans of the genre and even better for people trying this kind of game the first time.
Let me start by saying I like Ruzar - The Life Stone. It's charming, stylistic, and peaceful. The environments range from cramped, dank dungeon to gorgeous snowfall to otherworldly mineral mines. The sound design is satisfying and helps to breed a laid-back, tranquil adventure. The game however has its downfalls and, with some love and attention, room for improvement. The following reasons are why I can recommend the game neither to casual nor serious, new nor veteran players: - Many of the puzzles lack introduction. You'll sometimes be faced with a new puzzle mechanic that you've never seen before, never been told about, and sometimes do not have the tools necessary to solve. Backtrack in vain, scour sparse message boards, or throw the kitchen sink to find a solution. - Combat balance is lacking. I know the devs have made steps toward remedying this problem - and it's one that exists in most RPG and RPG-adjacent games - but R-TLS strongly encourages you to play a 2h warrior. Despite no formal classes, the dungeon crawler gameplay, very slow level progression, and very little skill tree influence on gameplay makes a 2h warrior by far the easiest build to progress with. The achievements suggest versatile playstyles like stealth assassin, lightning mage, dual wielding ranger - but backstabs are rare, stealth is non-existent, arrows and other ammo are hard to come by in early playthroughs, you're locked to 1 non-ranged weapon with or without a shield and 1 ranged weapon, and instant casts and few spell slots mean you're generally using 1 spell consistently throughout an area. Storage space is NOT shared so using your first character's loot to make subsequent characters easier isn't happening. - Quests are few and lackluster. I like quests a lot. I'm the RPG player who finishes all the sidequests and starts the level 5 main quest at character level 40. Ruzar does have a handful of quests, and some even have a little depth like avenging trapped spirits, but many are vague with zero direction and a lot of backtracking and nearly, if not all, are kill/fetch quests. They aren't very compelling, the rewards aren't unique, and sometimes I'd return to the Mountains after a delve to find that I have a quest ready for 4 stages ago, go back and stomp through empty dungeons, good luck - Exploration is painful. The game offers some light puzzle-based secret rooms and a hell of a lot of hidden button secret rooms. Like the puzzles, these hidden buttons aren't exposed to the player in any compelling fashion and you have to know to look for them. None of them are progression relevant, none of them would be obvious to a player not already familiar with the dungeon crawler format, and very few offer much more than a single extra tile and some outleveled equipment that you'll sell. - *LIGHT SPOILER AHEAD* It's possible, and sometimes very easy, to lock yourself out of completion. As far as I can tell, each playthrough has a finite number of golden keys and a higher number of golden locks. Opening all of them in a single playthrough therefore requires saving keys from previous playthroughs. The final boss's teleport doesn't seem to give any indication that it is indeed the boss room and leaving once you're in is impossible - your options are to reload the last save or finish the game and start the next playthrough. All that said, I'm still playing the game and slowly creeping towards completion. I imagine 100%ing it will cost upwards of 80 hours and I'm here for the ride. I've learned to enjoy the slower pace and with unchanging, repetitive playthrough cycles it's become a quiet, mechanical game to play while listening to audiobooks or watching video essays.
super
Pretty boring and takes a lot of patience. Game was purchased shortly after release and only managed 2.5 hrs.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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